An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

390 lines
13 KiB

// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.Serialization;
using System;
using System.Collections;
using System.Collections.Generic;
using Fungus.Commands;
using Fungus.Utils;
namespace Fungus
{
/// <summary>
/// Execution state of a Block.
/// </summary>
public enum ExecutionState
{
/// <summary> No command executing </summary>
Idle,
/// <summary> Executing a command </summary>
Executing,
}
/// <summary>
/// A container for a sequence of Fungus comands.
/// </summary>
[ExecuteInEditMode]
[RequireComponent(typeof(Flowchart))]
[AddComponentMenu("")]
public class Block : Node
{
[SerializeField] protected int itemId = -1; // Invalid flowchart item id
[FormerlySerializedAs("sequenceName")]
[Tooltip("The name of the block node as displayed in the Flowchart window")]
[SerializeField] protected string blockName = "New Block";
[TextArea(2, 5)]
[Tooltip("Description text to display under the block node")]
[SerializeField] protected string description = "";
[Tooltip("An optional Event Handler which can execute the block when an event occurs")]
[SerializeField] protected EventHandler eventHandler;
[SerializeField] protected List<Command> commandList = new List<Command>();
protected ExecutionState executionState;
protected Command activeCommand;
/// <summary>
// Index of last command executed before the current one.
// -1 indicates no previous command.
/// </summary>
protected int previousActiveCommandIndex = -1;
protected int jumpToCommandIndex = -1;
protected int executionCount;
protected bool executionInfoSet = false;
protected virtual void Awake()
{
SetExecutionInfo();
}
/// <summary>
/// Populate the command metadata used to control execution.
/// </summary>
protected virtual void SetExecutionInfo()
{
// Give each child command a reference back to its parent block
// and tell each command its index in the list.
int index = 0;
foreach (var command in commandList)
{
if (command == null)
{
continue;
}
command.ParentBlock = this;
command.CommandIndex = index++;
}
// Ensure all commands are at their correct indent level
// This should have already happened in the editor, but may be necessary
// if commands are added to the Block at runtime.
UpdateIndentLevels();
executionInfoSet = true;
}
#if UNITY_EDITOR
// The user can modify the command list order while playing in the editor,
// so we keep the command indices updated every frame. There's no need to
// do this in player builds so we compile this bit out for those builds.
protected virtual void Update()
{
int index = 0;
foreach (var command in commandList)
{
if (command == null) // Null entry will be deleted automatically later
{
continue;
}
command.CommandIndex = index++;
}
}
#endif
#region Public members
/// <summary>
/// The execution state of the Block.
/// </summary>
public virtual ExecutionState State { get { return executionState; } }
/// <summary>
/// Unique identifier for the Block.
/// </summary>
public virtual int ItemId { get { return itemId; } set { itemId = value; } }
/// <summary>
/// The name of the block node as displayed in the Flowchart window.
/// </summary>
public virtual string BlockName { get { return blockName; } set { blockName = value; } }
/// <summary>
/// Description text to display under the block node
/// </summary>
public virtual string Description { get { return description; } }
/// <summary>
/// An optional Event Handler which can execute the block when an event occurs.
/// Note: Using the concrete class instead of the interface here because of weird editor behaviour.
/// </summary>
public virtual EventHandler _EventHandler { get { return eventHandler; } set { eventHandler = value; } }
/// <summary>
/// The currently executing command.
/// </summary>
public virtual Command ActiveCommand { get { return activeCommand; } }
/// <summary>
/// Timer for fading Block execution icon.
/// </summary>
public virtual float ExecutingIconTimer { get; set; }
/// <summary>
/// The list of commands in the sequence.
/// </summary>
public virtual List<Command> CommandList { get { return commandList; } }
/// <summary>
/// Controls the next command to execute in the block execution coroutine.
/// </summary>
public virtual int JumpToCommandIndex { set { jumpToCommandIndex = value; } }
/// <summary>
/// Returns the parent Flowchart for this Block.
/// </summary>
public virtual Flowchart GetFlowchart()
{
return GetComponent<Flowchart>();
}
/// <summary>
/// Returns true if the Block is executing a command.
/// </summary>
public virtual bool IsExecuting()
{
return (executionState == ExecutionState.Executing);
}
/// <summary>
/// Returns the number of times this Block has executed.
/// </summary>
public virtual int GetExecutionCount()
{
return executionCount;
}
/// <summary>
/// Start a coroutine which executes all commands in the Block. Only one running instance of each Block is permitted.
/// </summary>
public virtual void StartExecution()
{
StartCoroutine(Execute());
}
/// <summary>
/// A coroutine method that executes all commands in the Block. Only one running instance of each Block is permitted.
/// </summary>
/// <param name="commandIndex">Index of command to start execution at</param>
/// <param name="onComplete">Delegate function to call when execution completes</param>
public virtual IEnumerator Execute(int commandIndex = 0, Action onComplete = null)
{
if (executionState != ExecutionState.Idle)
{
yield break;
}
if (!executionInfoSet)
{
SetExecutionInfo();
}
executionCount++;
var flowchart = GetFlowchart();
executionState = ExecutionState.Executing;
BlockSignals.DoBlockStart(this);
#if UNITY_EDITOR
// Select the executing block & the first command
flowchart.SelectedBlock = this;
if (commandList.Count > 0)
{
flowchart.ClearSelectedCommands();
flowchart.AddSelectedCommand(commandList[0]);
}
#endif
jumpToCommandIndex = commandIndex;
int i = 0;
while (true)
{
// Executing commands specify the next command to skip to by setting jumpToCommandIndex using Command.Continue()
if (jumpToCommandIndex > -1)
{
i = jumpToCommandIndex;
jumpToCommandIndex = -1;
}
// Skip disabled commands, comments and labels
while (i < commandList.Count &&
(!commandList[i].enabled ||
commandList[i].GetType() == typeof(Comment) ||
commandList[i].GetType() == typeof(Label)))
{
i = commandList[i].CommandIndex + 1;
}
if (i >= commandList.Count)
{
break;
}
// The previous active command is needed for if / else / else if commands
if (activeCommand == null)
{
previousActiveCommandIndex = -1;
}
else
{
previousActiveCommandIndex = activeCommand.CommandIndex;
}
var command = commandList[i];
activeCommand = command;
if (flowchart.IsActive())
{
// Auto select a command in some situations
if ((flowchart.SelectedCommands.Count == 0 && i == 0) ||
(flowchart.SelectedCommands.Count == 1 && flowchart.SelectedCommands[0].CommandIndex == previousActiveCommandIndex))
{
flowchart.ClearSelectedCommands();
flowchart.AddSelectedCommand(commandList[i]);
}
}
command.IsExecuting = true;
// This icon timer is managed by the FlowchartWindow class, but we also need to
// set it here in case a command starts and finishes execution before the next window update.
command.ExecutingIconTimer = Time.realtimeSinceStartup + FungusConstants.ExecutingIconFadeTime;
BlockSignals.DoCommandExecute(this, command, i, commandList.Count);
command.Execute();
// Wait until the executing command sets another command to jump to via Command.Continue()
while (jumpToCommandIndex == -1)
{
yield return null;
}
#if UNITY_EDITOR
if (flowchart.StepPause > 0f)
{
yield return new WaitForSeconds(flowchart.StepPause);
}
#endif
command.IsExecuting = false;
}
executionState = ExecutionState.Idle;
activeCommand = null;
BlockSignals.DoBlockEnd(this);
if (onComplete != null)
{
onComplete();
}
}
/// <summary>
/// Stop executing commands in this Block.
/// </summary>
public virtual void Stop()
{
// Tell the executing command to stop immediately
if (activeCommand != null)
{
activeCommand.IsExecuting = false;
activeCommand.OnStopExecuting();
}
// This will cause the execution loop to break on the next iteration
jumpToCommandIndex = int.MaxValue;
}
/// <summary>
/// Returns a list of all Blocks connected to this one.
/// </summary>
public virtual List<Block> GetConnectedBlocks()
{
var connectedBlocks = new List<Block>();
foreach (var command in commandList)
{
if (command != null)
{
command.GetConnectedBlocks(ref connectedBlocks);
}
}
return connectedBlocks;
}
/// <summary>
/// Returns the type of the previously executing command.
/// </summary>
/// <returns>The previous active command type.</returns>
public virtual System.Type GetPreviousActiveCommandType()
{
if (previousActiveCommandIndex >= 0 &&
previousActiveCommandIndex < commandList.Count)
{
return commandList[previousActiveCommandIndex].GetType();
}
return null;
}
/// <summary>
/// Recalculate the indent levels for all commands in the list.
/// </summary>
public virtual void UpdateIndentLevels()
{
int indentLevel = 0;
foreach (var command in commandList)
{
if (command == null)
{
continue;
}
if (command.CloseBlock())
{
indentLevel--;
}
// Negative indent level is not permitted
indentLevel = Math.Max(indentLevel, 0);
command.IndentLevel = indentLevel;
if (command.OpenBlock())
{
indentLevel++;
}
}
}
#endregion
}
}